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Showing content with the highest reputation on 2019-09-17 in all areas

  1. A recommendation: please try and treat each other with respect. Bash the game all you want, but please hold back when it comes to other people. Calling someone sweet cheeks is not necessarily over the border, but it's getting close, so please don't go any further.
    3 points
  2. @Nescio patch fixed that removing the nerf or buff off every unit kind. And yes im glad you mention that, that is also another broken fact of infantry speed the only way speed should be different between infantry is running and running should be implemented only with stamina for not having it as an exploit of skirmishers. Honestly this isnt a "balance" issue, this an exploit and an insult to realism or immrsion in gaming, is kinda stupid and not doing anything only worsen the fact of the speed exploit. Look the most modded game of all: Skyrim. It has magic, beasts, dragon, huge axes and everything an RPG has to offer, Yet the community of this game made thousands of mods to make the game more realistic and immersive by adding hypothermia, thirsty, hungry, deceases, Mods to modify combat into directional damage and proper sword and shield combat etc. Everything to make the game realistic and immersive for the community taste. Who was wrong in here; The community who plays and buy the game , Or the developers ? Remember AoE 2 Forgotten devs. Doesnt that applies too to 0.A.D. ? This is a game for educate our community about history but what about realism? We have to question ourselves "What are we teaching ?" That a skirmisher walking zoom all over the map? That a ram is faster than a pikeman formation charging ? That an skirmisher army was more dangerous than an army of well protected and shielded pikeman. Also the fact of having different kind of walking speed is just another excuse for being a clon of AoE. If this game doesnt want to be compared with AoE, do the right. Implement good features: Realism in human matters, Realism in combat, the opportunity of create batallions after creating single infantry and then make them forget about gathering and improving their combat skills while they are in batallion.
    2 points
  3. Boa tarde pessoal, Gostaria de saber como posso editar ou construir novos edificios a partir dos modelos já existentes no jogo no blender.. Vi o video do Lordgood e acabei me inspirando, gostaria de contribuir com novos modelos também
    1 point
  4. Hi, I am working at new tutorial with attempt to improve it. I aim to have cleaner and less text for user to read. To this tutorial I have added Market, trading, bartering, rotation of buildings. Any military stuff would be in second part of tutorial, this should be only about economy. Any suggestions, improvements welcome. @Nescio I would be glad if you could provide review from language perspective. @Freagarach, @borg- @ValihrAnt @Boudica @Stan` could you please try it and give me feedback? newTutorial.zip
    1 point
  5. Let me preface this with; I am aware that the team is not focused on balance right now, but I feel like this needs to be pointed out anyways. The Ptolemies are one of the, if not THE, worst faction in the game at the moment. This is due in half to how the game has been programmed, and half how the roster has been created, and I'll cover both issues. First, as has been discussed in the thread about revamping all the animations: The Diadochi kindgoms are at a disadvantage economically compared to other civs, because pikemen move slower than all other infantry, and thus are not as efficient at gathering resources. This is especially hurtful to the Ptolemies and Macedon. Both of their starter infantry units are pikes. The Diadochi are also suffering due to pikes just sucking in combat (formations are not functioning atm) and again for the Ptolemies and Macedon, this is incredibly painful as they don't get access to non-pike units until later in the match. (It isn't an issue for the Seleucids, as they have easy access to the Thueros Spear from the beginning of the match). Now to the Ptolemaic-specific issue. They start with a pike, and a mercenary skirmisher. This means to jump start their economy, or to defend against a rush, they must gather metal as well as food and wood, which in the early game can put them much farther behind than other factions, who only need food and wood until they age up. Even with the barracks built, all the Ptolemaic infantry besides their pikes are mercenaries, which require a third resource, which then put even more strain on the Ptolemaic economy. Stone and Iron are can become hotly contested during a match, and a player might be cut off from their supply of stone or iron. Every other faction can fall back on their starter units and still create some semblance of a balanced army, but the Ptolemaics cannot. It would be camels and pikes. Thats it. A fix for this would be to not make their starter ranged unit a mercenary. If I remember correctly, they used to have Nubian or Numidian bows as their starter ranged, which was scrapped due to historical inaccuracy. And while it is true that basically all of the Ptolemaic army was mercenaries, I believe this is one of the instances where gameplay needs to be precedent to accuracy. Possibly a Greek settler unit, or another native auxiliary. But imho the Ptolemaics NEED to have a non-merc ranged starter unit.
    1 point
  6. I know its kinda off topic for this thread, but imho, the speed should only be affected by formations. But I know formations are still kinda iffy right now.
    1 point
  7. Ytes my mistake because (black) walnut I was consuming that for my health. The worst things thing is I noticed before.
    1 point
  8. I will continue working in @Obskiuras patterns of shields.
    1 point
  9. Whatever the case, we players rather not compute that much.
    1 point
  10. Great initiative! I'll have a critical look later.
    1 point
  11. 1 point
  12. I will recheck number of structures, market thing is actually problem in vanilla where player is not informed that markets are too close to setup the root. It has diff prepared.
    1 point
  13. Might have to wait to wednesday till i get back home.
    1 point
  14. I skimmed through it, and I also like the Compactness + Readability that resulted in that Message Box. I still want less words, but I had trouble finding them. It's that good. I'll try doing that next time round. Two things that bugged me was: The tutorial said I needed 4 Village Structures to tech up to Town Phase. I thought it meant it, so I got confused. Realizing that it was a typo, I ended up building 5 Structures. I'm not sure if it's an error on my part, but putting 2 markets too close to each other won't work for traders. I think a range mechanic (like the Towers) should be implemented at least in the tutorial.
    1 point
  15. No... It needs to be cut down into smaller patches and be reviewed and committed one by one or something like that. Changes need to be documented in detail as well I believe. Needs to be alpha 24 compatible. And needs to be play tested extensively. It just seems to be the most promising balance mod for application to vanilla and seems to address a good number of alpha 23 concerns. It just requires a lot of volunteer work and coordination to get done.
    1 point
  16. 1 point
  17. I dont follow your orders, lol. But you mean top king of all RTS... Starcraft. Poor aoe.
    1 point
  18. Hi, I already tried it. It is honestly a great improvement of the original. The instruction is much more compact compared to a wall of text of the original. I also love the way you can minimize the tutorial box when you press OK. I have some suggestion I'd like to share. I'm still torn between the interface of this tutorial and the transparent interface of the original. I feel the black background makes it easier to read but it is covering a quarter of my screen. The transparent original is hard to read but doesn't feel as claustrophobic. When the instruction is to batch train Slingers, any other unit seems to be disabled, even training single slinger. I think there should be a notification to tell player if they click the wrong button, like "You just selected a button to Train Woman, please press [Shift] and select Slingers" or "You haven't hold [Shift] button before selecting Slingers, please press [Shift] and select Slingers". Is it possible to have some ways to point a part of the screen to aid the player? Like flashing buttons or arrows to make it clearer. How about adding some backstory of the tutorial for context? Making it like a mini campaign with historical background, just like its predecessor like Age of Empires series and Empire Earth. I just read up about Spartacus and it seems to be an interesting part of history that can be adapted. Age of Empires II introduction and tutorial can be a good example.
    1 point
  19. 1 point
  20. Hey @wowgetoffyourcellphone, just a random_idea© What about allowing to train like N number of Harii ambusher leader (name TBD) that function as mobile barracks to train Harii Ambushers? (in a limited number, let's say 20) II or III phase, regular mercenary or glass cannon mercenary champ. Basically to some gameplay differentiation to the other celts. Another idea is to merge axes and clubman into one class (swordman stats). Different actor for the same unit.
    1 point
  21. This completely ruins the whole point of having armor levels. I voted to maintain the current method: 1 Hack (10%)
    1 point
  22. Thanks to @Nescio, I am now able to make "Native" mercs and merc camps for the different biomes or geographic locations. What I will do, similar to Nescio's mod, is have National and Native mercenary camps. National camps, for lack of a better term, are where you train mercenaries specific to your civilization. There is 1 of these on the map for every starting player, just outside their starting territory. Then, dotted around the map are "Native" camps where you train mercenaries specific to that locality. So, you'd train Bedouin Camelry or Blemmye Swordsmen from a desert encampment on a desert or oasis map, while you'd train Nuba Clubmen, et al. from a village on a savanna or jungle map, Celtic mercenaries from a camp on a European map, Cretan Archers and Balearic Slingers from a merc camp on a Mediterranean map, etc. etc. While from a National merc camp captured by a Persian player, they'd be able to train Mercenary Hoplites, Kardakes heavy skirmishers, and Scythian Horse Archers; mercs specific to the Persians.
    1 point
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